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Darkness Falls: They mostly come out at night...

A little later than I intended due to some bugs that needed to be fixed, but Darkness Falls V2.4-EXPERIMENTAL-B1 is now on git for you all to enjoy. :) Notes as follows.
Awesome. Thanks for all the hard work. Downloading now, since sadly it seems there was indeed a mishap with modlauncher. Updated modlauncher and reinstalled, but not showing up.

 
Awesome. Thanks for all the hard work. Downloading now, since sadly it seems there was indeed a mishap with modlauncher. Updated modlauncher and reinstalled, but not showing up.
I do see it, select Alpha17 from the drop down, then 18 again and see if it pops in at the bottom.

 
The mod just keeps showing a black screen when done loading. Mod launcher gives me this error Copying folder \TempMods\KhaineGB\dfexperimentalclient.git\Data ...

Copying is done.

Copying folder \TempMods\KhaineGB\dfexperimentalclient.git\Mods ...

Copying is done.

Copying folder \TempMods\KhaineGB\dfexperimentalclient.git\Data\Config ...

Copying is done.

Copying folder \TempMods\KhaineGB\dfexperimentalclient.git\Data\Prefabs ...

Copying is done.

Copying folder \TempMods\KhaineGB\dfexperimentalclient.git\7DaysToDie_Data ...

Copying is done.

Checking for DMT...

Scanning for Harmony

C:\7D2D\Alpha18\Darkness_Falls\DF_Experimental\Mods\0-SphereIICore\Harmony

C:\7D2D\Alpha18\Darkness_Falls\DF_Experimental\Mods\10 Slot Toolbelt\Harmony

C:\7D2D\Alpha18\Darkness_Falls\DF_Experimental\Mods\DarknessFalls\Harmony

C:\7D2D\Alpha18\Darkness_Falls\DF_Experimental\Mods\SphereII Legacy Distant Terrain\Harmony

Scanning for Scripts

Scanning for PatchScripts

DMT Scripts Detected.

Downloading DMT...

SDX Downloaded. Checking SDX Dependencies.

Starting SDX Launcher: C:\7D2D\Alpha18\Darkness_Falls\DF_Experimental\SDXRepos\DMTViewer.exe /Silent /ScriptOnly /GameFolder ../ /ModFolder ../Mods /EnableAllMods

0|Parsing arguments

0|Auto Build

process started /InitialPatch /GameFolder "../" /ModFolder "../Mods" /ScriptOnly /EnableAllMods

Parsing arguments

Running BackupFiles

This Assembly-CSharp.dll file has already been patched by SDX so can not be used as a backup. Reset your game files and try again.

Build failed

process exited with error code -1

SDX Exit Code: 0

SDX Successfully compiled.

Launching \7DaysToDie.exe -logfile 7DaysToDie_Data\output_log.txt -configfile=\SaveConfig.xml

Game Started

 
getting same exact message

The mod just keeps showing a black screen when done loading. Mod launcher gives me this error Copying folder \TempMods\KhaineGB\dfexperimentalclient.git\Data ...Copying is done.

Copying folder \TempMods\KhaineGB\dfexperimentalclient.git\Mods ...

Copying is done.

Copying folder \TempMods\KhaineGB\dfexperimentalclient.git\Data\Config ...

Copying is done.

Copying folder \TempMods\KhaineGB\dfexperimentalclient.git\Data\Prefabs ...

Copying is done.

Copying folder \TempMods\KhaineGB\dfexperimentalclient.git\7DaysToDie_Data ...

Copying is done.

Checking for DMT...

Scanning for Harmony

C:\7D2D\Alpha18\Darkness_Falls\DF_Experimental\Mods\0-SphereIICore\Harmony

C:\7D2D\Alpha18\Darkness_Falls\DF_Experimental\Mods\10 Slot Toolbelt\Harmony

C:\7D2D\Alpha18\Darkness_Falls\DF_Experimental\Mods\DarknessFalls\Harmony

C:\7D2D\Alpha18\Darkness_Falls\DF_Experimental\Mods\SphereII Legacy Distant Terrain\Harmony

Scanning for Scripts

Scanning for PatchScripts

DMT Scripts Detected.

Downloading DMT...

SDX Downloaded. Checking SDX Dependencies.

Starting SDX Launcher: C:\7D2D\Alpha18\Darkness_Falls\DF_Experimental\SDXRepos\DMTViewer.exe /Silent /ScriptOnly /GameFolder ../ /ModFolder ../Mods /EnableAllMods

0|Parsing arguments

0|Auto Build

process started /InitialPatch /GameFolder "../" /ModFolder "../Mods" /ScriptOnly /EnableAllMods

Parsing arguments

Running BackupFiles

This Assembly-CSharp.dll file has already been patched by SDX so can not be used as a backup. Reset your game files and try again.

Build failed

process exited with error code -1

SDX Exit Code: 0

SDX Successfully compiled.

Launching \7DaysToDie.exe -logfile 7DaysToDie_Data\output_log.txt -configfile=\SaveConfig.xml

Game Started
 
The mod just keeps showing a black screen when done loading. Mod launcher gives me this error Copying folder \TempMods\KhaineGB\dfexperimentalclient.git\Data ...Copying is done.

Copying folder \TempMods\KhaineGB\dfexperimentalclient.git\Mods ...

Copying is done.

Copying folder \TempMods\KhaineGB\dfexperimentalclient.git\Data\Config ...

Copying is done.

Copying folder \TempMods\KhaineGB\dfexperimentalclient.git\Data\Prefabs ...

Copying is done.

Copying folder \TempMods\KhaineGB\dfexperimentalclient.git\7DaysToDie_Data ...

Copying is done.

Checking for DMT...

Scanning for Harmony

C:\7D2D\Alpha18\Darkness_Falls\DF_Experimental\Mods\0-SphereIICore\Harmony

C:\7D2D\Alpha18\Darkness_Falls\DF_Experimental\Mods\10 Slot Toolbelt\Harmony

C:\7D2D\Alpha18\Darkness_Falls\DF_Experimental\Mods\DarknessFalls\Harmony

C:\7D2D\Alpha18\Darkness_Falls\DF_Experimental\Mods\SphereII Legacy Distant Terrain\Harmony

Scanning for Scripts

Scanning for PatchScripts

DMT Scripts Detected.

Downloading DMT...

SDX Downloaded. Checking SDX Dependencies.

Starting SDX Launcher: C:\7D2D\Alpha18\Darkness_Falls\DF_Experimental\SDXRepos\DMTViewer.exe /Silent /ScriptOnly /GameFolder ../ /ModFolder ../Mods /EnableAllMods

0|Parsing arguments

0|Auto Build

process started /InitialPatch /GameFolder "../" /ModFolder "../Mods" /ScriptOnly /EnableAllMods

Parsing arguments

Running BackupFiles

This Assembly-CSharp.dll file has already been patched by SDX so can not be used as a backup. Reset your game files and try again.

Build failed

process exited with error code -1

SDX Exit Code: 0

SDX Successfully compiled.

Launching \7DaysToDie.exe -logfile 7DaysToDie_Data\output_log.txt -configfile=\SaveConfig.xml

Game Started
I'll push a fix to get around this. However, the issue is that you have EAC still on. If you turn off EAC, then try, it should work.

 
^ what sphereii said for the black screen. :)

Some users in the discord have discovered that, even if you select EAC off in the MOD launcher, it still launches with EAC ON because that's set as the default in the 7DTD launcher.

Run 7dtd from steam (the vanilla one), select show launcher, turn off "use easy anti-cheat."

 
^ what sphereii said for the black screen. :)
Some users in the discord have discovered that, even if you select EAC off in the MOD launcher, it still launches with EAC ON because that's set as the default in the 7DTD launcher.

Run 7dtd from steam (the vanilla one), select show launcher, turn off "use easy anti-cheat."
Fixing that bug too :) Seems like it was only turning off EAC on successful compile, rather than something more intelligent.

 
I'll post feedback here if it's alright.

I let the mod launcher do his thing through the night, and this morning I created a new game for my first run in DF. So far so good. I love the LBD system, and how you integrated it with the new ....and you were not kidding about it getting hairy at night. Thought I would continue to sneak around a bit after dark, but like a tortoise quickly duck back in to the hole I dug.

So far the only thing that might cause a issue, is the trader guards. Their awareness might need to be changed to a 360 angle. The trader I had to visit for my first quest, was being recked from the inside. Don't know how the Zombie got in there, but with all the guards facing away, he was just breaking down the place and no one paid him any notice, until I engaged the zombie. Then all hell suddenly broke lose and the zombie got perforated.

EDIT : Had a kek laugh at myself now. Made it through zombies, survivors, wolves, budgis and bees. Spent the first night out in the wild, and finally found a place where I'm happy to start building..., then get trampled by a freaking cow.... lol

 
Last edited by a moderator:
A little later than I intended due to some bugs that needed to be fixed, but Darkness Falls V2.4-EXPERIMENTAL-B1 is now on git for you all to enjoy. :) Notes as follows.
- Civilian changed to Scavenger

- Arrows do not stick.

- Spears cannot be thrown, but have a power attack.

- Changed survivalist to grant all 3 ranks of the Leather Armor perk.

- Added resource boulders to all biomes. (repalces the nodes you find on the surface in A18)

- Cooked food shouldn't have food poisoning anymore.

- Boiled water shouldn't give you dysentry.

- Canned food now has a food poisoning chance.

- Removed random stats from loot.

- Changed guns back to using actual gun parts instead of TFP's system.

- Added a new receiver item for the M60.

- Reverted MOST loot back to how it was in DF A17

- Changed mod recipes back to using generic schematics.

- Made sure new mods unlock with science crafting

- Removed mod recipes and recipe unlocks that no longer exist.

- Changed DF Small 1 so you dont spawn on the cliff.

- Reinstated "wellness" from Alpha 16.

- Fixed near death to give -25% XP gained (instead of debt) and -10 health/stamina (wellness) per death.

- Slightly lowered Archery XP requirements for levelling.

- Slightly increased Automatics XP requirements for levelling.

- Rebalanced guns a little.

- Changed the junk turret magazine count.

-
Is it possible to have the spears be thrown in the future builds of the mod?

 
Armor has 2 recipes. One is made in the backpack (and costs more resources). One is made in the tailoring workstation (and uses less resources).

Make the one that uses more resources.

 
Armor has 2 recipes. One is made in the backpack (and costs more resources). One is made in the tailoring workstation (and uses less resources).
Make the one that uses more resources.
Cant make. Survivalist questline dont open Leather armor recipies, they are still locked thats the problem

 
Question about classes - can you unlock all the classes or are you limited to just one?

Also how big is the download for the entire 18.1 modpack? Thanks.

 
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